Neheb, the Eternal

Neheb, the Eternal

Legendary Creature — Zombie Minotaur

Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.)

At the beginning of your postcombat main phase, add to your mana pool for each 1 life your opponents have lost this turn.

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Format Legality
1v1 Commander Legal
Arena Legal
Highlander Legal
Custom Legal
Legacy Legal
Pioneer Legal
Commander / EDH Legal
Unformat Legal
Leviathan Legal
2019-10-04 Legal
Casual Legal
Canadian Highlander Legal
Gladiator Legal
Modern Legal
Tiny Leaders Legal
Vintage Legal
Duel Commander Legal
Limited Legal
Historic Legal
Block Constructed Legal
Oathbreaker Legal

Neheb, the Eternal occurrence in decks from the last year

Neheb, the Eternal Discussion

Grisbane on Torbran, Thane of Boom Boom

1 week ago

Neheb, the Eternal for Demanding Dragon . Just a better card. Strong ramp on a body that almost always does damage. Also Fork in this deck does the same thing as Reverberate . Also Increasing Vengeance is about the same thing but can be cast again from graveyard. Chandra, Torch of Defiance is a far stronger planeswalker than Jaya at a cheaper cost. Chaos Warp is good general purpose spot removal. Firebrand Archer is a weaker guttersnipe, but those effects stack up fast. Thermo-Alchemist is a constantly recurring pinger when using a lot of burn. Walking Ballista because yes, it's a living fireball, what more needs said? Rogue's Passage to help creatures get through. Aetherflux Reservoir think of it as a burn battery, the more burn you fling, the more life you gain. can keep you alive longer, but if your life gets high enough it can win a game. Ruination because you mostly play mountains, and your opponents don't. Devil's Play is a recast able Fireball and also, Fireball , it's a red deck, it has a lot of burn, it's a must recommend.

Gontilordofmtg on "I aimed for the head" │Toralf edh

2 weeks ago

king-saproling: Thanks for the cards, I considered most of these and ended up deciding against most of them. Neheb, the Eternal is a great card that I intend to test out.

Azdranax: Definitely would make sense to add cards like lightning bolt from a power standpoint, I just want to make big jank burn deck though. Still, it might find a place if I end up cutting some cards. Also, 100% thanks for the clarification on Kediss, I did not read the card correctly.

LunchBox1211: Thanks for the ideas! Star of Extinction is already in the deck, but it was a great suggestion nonetheless. For the rest of the cards, there are small various reasons as to why I probably won't include them. Bonfire of the Damned was actually one the original cards I added to the deck during building, but while optimizing it I realized it wasn't quite as strong as some of the other massive x-spells I have. Being able to target only one player means I simply can't reach as far as I would want to with my damage. Rite of the Raging Storm doesn't quite fit into this deck, but I do have a Kardur, Doomscourge deck that does utilize it if you would like to check that out. Finally, I simply can't protect planeswalkers in this deck, especially with a number of high damage spells that hit planeswalkers, and Leyline of Punishment isn't much of a problem since lifegain is rare and doesn't negate commander damage.

jakeyuki12 on Boros Bashing

3 weeks ago

Alrighty, so if you want more extra combats then two of the cards I suggest are Waves of Aggression and Aggravated Assault . The first has retrace, so you can use it multiple times. The second is an enchantment that can be used repeatedly (as a side note, it also combos well with the Sword of Feast and Famine you already run as well as Neheb, the Eternal ). Aside from that, you've got the most important extra combat stuff like Moraug, Fury of Akoum and World at War . And Aurelia, of course.

If you want to lean more into the "big boros" strategy, then you need to be able to answer this question: how am I going to ramp/cheat out these big creatures? Red has acces to some really good ritual effects ( Jeska's Will , Mana Geyser ). Red has also been getting a ton of ways to make treasure tokens. You could always run good ol' mana rocks. As far as cheating out, red has access to sneak attack effects ( Ilharg, the Raze-Boar , Sneak Attack , Purphoros, Bronze-Blooded ). White has access to a handful of reanimation spells (and red has Feldon of the Third Path ).

As far as what to cut, I would cut a lot of the equipment. Equipment has a lot of good support, so much that it would prefer its own deck. I would focus on wheel effects for your card draw since impulsive draw is bad if you have a ton of big cmc cards in the deck.

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